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|
"use strict"
// https://www.redblobgames.com/grids/hexagons/
const svgNS = "http://www.w3.org/2000/svg"
const round = Math.round
const sqrt = Math.sqrt
// refit and queue hexes
const MALTA = 4
const hex_special = [ 47, 48, 49, 53, 102, 127, MALTA ]
const unit_count = 94
const EXIT_HEXES = [ 99, 148, 175 ]
const REFIT_HEXES = [ 48, 102 ]
const BENGHAZI = 54
const TOBRUK = 37
const BARDIA = 40
const SS_NONE = 0
const SS_BASE = 1
const SS_BARDIA = 2
const SS_BENGHAZI = 3
const SS_TOBRUK = 4
const SS_OASIS = 5
const DEPLOY = 1
const ELIMINATED = 2
const ARMOR = 0
const INFANTRY = 1
const ANTITANK = 2
const ARTILLERY = 3
function is_axis_unit(u) { return (u >= 0 && u <= 33) }
function is_italian_unit(u) { return (u >= 0 && u <= 13) }
function is_german_unit(u) { return (u >= 14 && u <= 33) }
function is_allied_unit(u) { return (u >= 34 && u <= 93) }
function is_elite_unit(u) { return unit_elite[u] }
function is_armor_unit(u) { return unit_class[u] === ARMOR }
function is_infantry_unit(u) { return unit_class[u] === INFANTRY }
function is_antitank_unit(u) { return unit_class[u] === ANTITANK }
function is_artillery_unit(u) { return unit_class[u] === ARTILLERY }
function is_recon_unit(u) { return unit_speed[u] === 4 }
function is_mechanized_unit(u) { return unit_speed[u] === 3 }
function is_motorized_unit(u) { return unit_speed[u] === 2 }
function is_leg_unit(u) { return unit_speed[u] === 1 }
function fortress_bit(fortress) {
if (fortress === BARDIA) return 1
if (fortress === BENGHAZI) return 2
if (fortress === TOBRUK) return 4
return 0
}
function is_fortress_axis_controlled(fortress) {
return (view.fortress & fortress_bit(fortress)) === 0
}
function set_has(set, item) {
if (!set)
return false
let a = 0
let b = set.length - 1
while (a <= b) {
let m = (a + b) >> 1
let x = set[m]
if (item < x)
b = m - 1
else if (item > x)
a = m + 1
else
return true
}
return false
}
let ui = {
hexes: [],
sides: [],
lines: [],
hex_x: [],
hex_y: [],
units: [],
battle_units: [],
cards: [],
minefields: [],
months: [],
axis_supply: document.getElementById("axis_supply"),
allied_supply: document.getElementById("allied_supply"),
hand: document.getElementById("hand"),
battle: document.getElementById("battle"),
battle_hits: [
document.getElementById("hits_armor"),
document.getElementById("hits_infantry"),
document.getElementById("hits_antitank"),
document.getElementById("hits_artillery")
],
battle_buttons: [
document.getElementById("target_armor_button"),
document.getElementById("target_infantry_button"),
document.getElementById("target_antitank_button"),
document.getElementById("target_artillery_button")
],
battle_header: document.getElementById("battle_header"),
battle_message: document.getElementById("battle_message"),
battle_line_1: document.getElementById("battle_line_1"),
battle_line_2: document.getElementById("battle_line_2"),
battle_line_3: document.getElementById("battle_line_3"),
battle_line_4: document.getElementById("battle_line_4"),
pursuit: document.getElementById("pursuit"),
pursuit_hits: document.getElementById("pursuit_hits"),
pursuit_header: document.getElementById("pursuit_header"),
pursuit_message: document.getElementById("pursuit_message"),
pursuit_line_1: document.getElementById("pursuit_line_1"),
pursuit_line_2: document.getElementById("pursuit_line_2"),
units_holder: document.getElementById("units"),
minefields_holder: document.getElementById("minefields"),
focus: null,
loaded: false,
}
const AXIS = 'Axis'
const ALLIED = 'Allied'
function is_map_hex(x) {
return x < hex_exists.length && hex_exists[x] === 1
}
// === UNIT STATE ===
const UNIT_DISRUPTED_SHIFT = 0
const UNIT_DISRUPTED_MASK = 1 << UNIT_DISRUPTED_SHIFT
const UNIT_STEPS_SHIFT = 1
const UNIT_STEPS_MASK = 3 << UNIT_STEPS_SHIFT
const UNIT_SUPPLY_SHIFT = 3
const UNIT_SUPPLY_MASK = 7 << UNIT_SUPPLY_SHIFT
const UNIT_HEX_SHIFT = 6
const UNIT_HEX_MASK = 255 << UNIT_HEX_SHIFT
function is_unit_disrupted(u) {
return (view.units[u] & UNIT_DISRUPTED_MASK) === UNIT_DISRUPTED_MASK
}
function is_unit_undisrupted(u) {
return !is_unit_disrupted(u)
}
function unit_hex(u) {
return (view.units[u] & UNIT_HEX_MASK) >> UNIT_HEX_SHIFT
}
function is_unit_supplied(u) {
return ((view.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT) !== 0
}
function unit_supply(u) {
return (view.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT
}
function is_unit_unsupplied(u) {
if (is_map_hex(unit_hex(u)))
return ((view.units[u] & UNIT_SUPPLY_MASK) >> UNIT_SUPPLY_SHIFT) === 0
return false
}
function unit_lost_steps(u) {
return (view.units[u] & UNIT_STEPS_MASK) >> UNIT_STEPS_SHIFT
}
function unit_steps(u) {
return unit_max_steps[u] - unit_lost_steps(u)
}
function is_unit_moved(u) {
return set_has(view.moved, u)
}
function is_unit_fired(u) {
return set_has(view.fired, u) || set_has(view.retreat, u)
}
function is_unit_revealed(u) {
let reinf = hexmonth + view.month + 1
if (player === AXIS)
return is_axis_unit(u) || set_has(view.revealed, u) || unit_hex(u) > reinf
else if (player === ALLIED)
return is_allied_unit(u) || set_has(view.revealed, u) || unit_hex(u) > reinf
else
return set_has(view.revealed, u) || unit_hex(u) > reinf
}
function is_unit_action(unit) {
return !!(view.actions && view.actions.unit && view.actions.unit.includes(unit))
}
function is_unit_hit_action(unit) {
return !!(view.actions && view.actions.unit_hit && view.actions.unit_hit.includes(unit))
}
function is_unit_selected(unit) {
if (Array.isArray(view.selected))
return view.selected.includes(unit)
return view.selected === unit
}
function is_any_hex_action(hex) {
if (view.actions && view.actions.hex && view.actions.hex.includes(hex))
return true
if (is_hex_forced_march_action(hex))
return true
return false
}
function is_hex_forced_march_action(hex) {
return !!(view.actions && view.actions.forced_march && view.actions.forced_march.includes(hex))
}
function is_hex_axis_controlled(hex) {
return set_has(view.axis_hexes, hex)
}
function is_hex_allied_controlled(hex) {
return set_has(view.allied_hexes, hex)
}
function is_side_axis_controlled(side) {
return set_has(view.axis_sides, side)
}
function is_side_allied_controlled(side) {
return set_has(view.allied_sides, side)
}
function is_hex_axis_supply(hex) {
return supply.axis_supply[hex] > 0
}
function is_hex_allied_supply(hex) {
return supply.allied_supply[hex] > 0
}
function is_side_axis_supply_line(side) {
return supply.axis_supply_line[side] > 0
}
function is_side_allied_supply_line(side) {
return supply.allied_supply_line[side] > 0
}
function is_hex_selected(hex) {
if (hex === view.pursuit || hex === view.battle || hex === view.selected_hexes)
return true
if (Array.isArray(view.selected_hexes) && view.selected_hexes.includes(hex))
return true
return false
}
function is_setup_hex(hex) {
return hex === DEPLOY
}
function is_month_hex(hex) {
return hex >= hexmonth
}
function focus_stack(stack, hex) {
if (ui.focus !== stack) {
ui.focus = stack
update_map()
return stack.length <= 1 || is_setup_hex(hex)
}
return true
}
function blur_stack() {
if (ui.focus !== null) {
ui.focus = null
update_map()
}
}
function on_blur(evt) {
document.getElementById("status").textContent = ""
}
function on_click_real_card(evt) {
send_action("real_card")
}
function on_click_dummy_card(evt) {
send_action("dummy_card")
}
function on_click_hex(evt) {
if (evt.button === 0) {
hide_supply()
if (send_action('hex', evt.target.hex))
evt.stopPropagation()
if (send_action('forced_march', evt.target.hex))
evt.stopPropagation()
}
}
function on_click_unit(evt) {
if (evt.button === 0) {
hide_supply()
evt.stopPropagation()
if (focus_stack(evt.target.stack, evt.target.hex))
if (!send_action('unit', evt.target.unit))
blur_stack()
}
}
function on_click_battle_unit(evt) {
if (evt.button === 0) {
send_action('unit', evt.target.unit)
send_action('unit_hit', evt.target.unit)
}
}
document.getElementById("map").addEventListener("mousedown", function (evt) {
if (evt.button === 0) {
hide_supply()
blur_stack()
}
})
function on_focus_hex(evt) {
let hex = evt.target.hex
let text = hex_name[hex]
if (view) {
if (hex === BARDIA || hex === BENGHAZI || hex === TOBRUK) {
if (is_fortress_axis_controlled(hex))
text += " - Axis control"
else
text += " - Allied control"
} else {
if (is_hex_axis_controlled(hex))
text += " - Axis control"
if (is_hex_allied_controlled(hex))
text += " - Allied control"
}
}
document.getElementById("status").textContent = text
}
const unit_description = []
for (let u = 0; u <= 93; ++u) {
let t = ""
if (is_italian_unit(u)) t += " Italian"
if (is_german_unit(u)) t += " German"
if (is_allied_unit(u)) t += " Allied"
if (is_elite_unit(u) && !is_german_unit(u)) t += " Elite"
if (is_armor_unit(u)) {
if (is_recon_unit(u)) t += " Recon"
t += " Armor"
}
if (is_infantry_unit(u)) {
if (is_mechanized_unit(u)) t += " Mechanized"
if (is_motorized_unit(u)) t += " Motorized"
t += " Infantry"
}
if (is_antitank_unit(u)) {
if (is_mechanized_unit(u)) t += " Mobile"
if (is_motorized_unit(u)) t += " Motorized"
t += " Anti-tank"
}
if (is_artillery_unit(u)) {
if (is_mechanized_unit(u)) t += " Self Propelled"
t += " Artillery"
}
unit_description[u] = t
}
function on_focus_unit(evt) {
let u = evt.target.unit
let t = ""
if (is_unit_revealed(u)) {
t += " " + unit_description[u]
t += " \"" + unit_name[u] + "\""
} else {
t = is_allied_unit(u) ? "Allied unit" : "Axis unit"
}
if (is_unit_disrupted(u))
t += " - disrupted"
if (is_unit_unsupplied(u))
t += " - unsupplied"
else {
if (unit_supply(u) === SS_BARDIA) t += " - Bardia supply"
if (unit_supply(u) === SS_TOBRUK) t += " - Tobruk supply"
if (unit_supply(u) === SS_BENGHAZI) t += " - Benghazi supply"
if (unit_supply(u) === SS_OASIS) t += " - Oasis supply"
}
if (is_unit_moved(u))
t += " - moved"
if (is_unit_fired(u))
t += " - fired"
if (unit_hex(u) === ELIMINATED)
t += " - eliminated"
document.getElementById("status").textContent = t
}
function on_focus_battle_unit(evt) {
let u = evt.target.unit
let t = unit_description[u]
if (is_unit_fired(u))
t += " - fired"
document.getElementById("status").textContent = t
}
function toggle_units() {
document.getElementById("units").classList.toggle("hide")
}
let supply_show = 0
let supply = null
function toggle_supply() {
if (supply_show === 0)
supply_show = (player === AXIS) ? 1 : 2
else if (supply_show === 1)
supply_show = (player === AXIS) ? 2 : 3
else if (supply_show === 2)
supply_show = (player === AXIS) ? 3 : 1
else if (supply_show === 3)
supply_show = 0
if (!supply)
send_query('supply')
else
update_supply()
}
function hide_supply() {
supply_show = 0
update_supply()
}
function fetch_supply() {
if (supply) {
supply = null
send_query('supply')
}
}
function update_supply() {
for (let x of all_hexes) {
ui.hexes[x].classList.toggle("axis_supply", false)
ui.hexes[x].classList.toggle("allied_supply", false)
for (let s = 0; s < 3; ++s) {
if (ui.lines[x*3+s]) {
ui.lines[x*3+s].classList.toggle("axis_supply", false)
ui.lines[x*3+s].classList.toggle("allied_supply", false)
}
}
}
if (supply) {
for (let x of all_hexes) {
if (supply_show & 1)
ui.hexes[x].classList.toggle("axis_supply", is_hex_axis_supply(x))
if (supply_show & 2)
ui.hexes[x].classList.toggle("allied_supply", is_hex_allied_supply(x))
for (let s = 0; s < 3; ++s) {
if (ui.lines[x*3+s]) {
if (supply_show & 1)
ui.lines[x*3+s].classList.toggle("axis_supply", is_side_axis_supply_line(x*3+s))
if (supply_show & 2)
ui.lines[x*3+s].classList.toggle("allied_supply", is_side_allied_supply_line(x*3+s))
}
}
}
}
}
const CLEAR = 2
const PASS = 1
const ROUGH = 0
const TRAIL = 1
const TRACK = 2
const HIGHWAY = 4
// visible map width = 22 hexes: el agheila -> alexandria
// visible map height = 9 hexes: oasis to derne
const map_w = 25
const map_h = 9
const hexmonth = map_w * map_h
let hexnext = [ 1, map_w, map_w-1, -1, -map_w, -(map_w-1) ]
function to_side_id(a, b) {
if (a > b) {
let c = b
b = a
a = c
}
if (a + hexnext[0] === b)
return a * 3 + 0
else if (a + hexnext[1] === b)
return a * 3 + 1
else if (a + hexnext[2] === b)
return a * 3 + 2
throw new Error("not a hexside " + a + " to " + b)
}
function build_hexes() {
let yoff = 4
let xoff = 62
let hex_w = 121.5
let hex_r = hex_w / sqrt(3)
let hex_h = hex_r * 2
let w = hex_w / 2
let a = hex_h / 2
let b = hex_h / 4
function add_line(x, y, s, side_id) {
let x1, y1, x2, y2
switch (s) {
case 0: x1 = (x+w); y1 = (y+b); x2 = (x+w); y2 = (y-b); break; // E
case 1: x1 = (x+0); y1 = (y+a); x2 = (x+w); y2 = (y+b); break; // SE
case 2: x1 = (x-w); y1 = (y+b); x2 = (x+0); y2 = (y+a); break; // SW
case 3: x1 = (x-w); y1 = (y+b); x2 = (x-w); y2 = (y-b); break; // W
case 4: x1 = (x-w); y1 = (y-b); x2 = (x+0); y2 = (y-a); break; // NW
case 5: x1 = (x+0); y1 = (y-a); x2 = (x+w); y2 = (y-b); break; // NE
}
let side = ui.sides[side_id] = document.createElementNS(svgNS, "line")
document.getElementById("mapsvg").getElementById("sides").appendChild(side)
let cn = "side"
if (side_limit[side_id] === 0) cn += " rough"
else if (side_limit[side_id] === 1) cn += " gap"
else if (side_limit[side_id] === 2) cn += " clear"
if (side_road[side_id] === 1) cn += " trail"
else if (side_road[side_id] === 2) cn += " track"
else if (side_road[side_id] === 4) cn += " highway"
side.setAttribute("class", cn)
side.setAttribute("x1", x1)
side.setAttribute("y1", y1)
side.setAttribute("x2", x2)
side.setAttribute("y2", y2)
side.side = side_id
}
function add_path(x1, y1, x2, y2, side_id) {
let line = ui.lines[side_id] = document.createElementNS(svgNS, "line")
line.setAttribute("class", "path")
line.setAttribute("x1", x1)
line.setAttribute("y1", y1)
line.setAttribute("x2", x2)
line.setAttribute("y2", y2)
document.getElementById("mapsvg").getElementById("lines").appendChild(line)
}
function add_hex(x, y) {
let sm_hex_w = hex_w - 8
let sm_hex_h = sm_hex_w / sqrt(3) * 2
let ww = sm_hex_w / 2
let aa = sm_hex_h / 2
let bb = sm_hex_h / 4
return [
[ round(x), round(y-aa) ],
[ round(x+ww), round(y-bb) ],
[ round(x+ww), round(y+bb) ],
[ round(x), round(y+aa) ],
[ round(x-ww), round(y+bb) ],
[ round(x-ww), round(y-bb) ]
].join(" ")
}
for (let y = 0; y < map_h+1; ++y) {
for (let x = 0; x < map_w+1; ++x) {
let hex_id = y * map_w + x
let xx = x + y/2 - 4.5
let hex_x = (xoff + hex_w * xx + hex_w/2)
let hex_y = (yoff + hex_h * 3 / 4 * y + hex_h/2)
ui.hex_x[hex_id] = round(hex_x)
ui.hex_y[hex_id] = round(hex_y)
// Add hex cell
if (hex_exists[hex_id] || hex_special.includes(hex_id))
{
let hex = ui.hexes[hex_id] = document.createElementNS(svgNS, "polygon")
hex.setAttribute("class", "hex")
hex.setAttribute("points", add_hex(hex_x, hex_y))
hex.addEventListener("mousedown", on_click_hex)
hex.addEventListener("mouseenter", on_focus_hex)
hex.addEventListener("mouseleave", on_blur)
hex.hex = hex_id
if (EXIT_HEXES.includes(hex_id))
hex.classList.add("exit")
if (REFIT_HEXES.includes(hex_id))
hex.classList.add("refit")
document.getElementById("mapsvg").getElementById("hexes").appendChild(hex)
}
}
}
for (let hex_id = 0; hex_id < map_w * map_h; ++hex_id) {
// Add hex sides
{
for (let s = 0; s < 3; ++s) {
let next_id = hex_id + hexnext[s]
let side_id = hex_id * 3 + s
if (hex_exists[hex_id] || hex_exists[next_id])
add_line(ui.hex_x[hex_id], ui.hex_y[hex_id], s, side_id)
if (hex_exists[hex_id] && hex_exists[next_id])
add_path(ui.hex_x[hex_id], ui.hex_y[hex_id], ui.hex_x[next_id], ui.hex_y[next_id], side_id)
}
}
}
for (let month = 1; month <= 10; ++month) {
ui.hex_y[map_w * map_h + month] = 25 + 24
ui.hex_x[map_w * map_h + month] = 25 + 1956 + (month-1) * 70
ui.months[month] = document.getElementById("month" + month)
}
for (let month = 11; month <= 20; ++month) {
ui.hex_y[map_w * map_h + month] = 25 + 24
ui.hex_x[map_w * map_h + month] = 25 + 1956 + (month-11) * 70
ui.months[month] = document.getElementById("month" + month)
}
ui.benghazi = document.getElementById("mapsvg").getElementById("fortress_benghazi")
ui.bardia = document.getElementById("mapsvg").getElementById("fortress_bardia")
ui.tobruk = document.getElementById("mapsvg").getElementById("fortress_tobruk")
ui.loaded = true
}
function build_units() {
function build_unit(u) {
let nationality = is_axis_unit(u) ? "axis" : "allied"
let elt = ui.units[u] = document.createElement("div")
elt.className = `unit ${nationality} u${u} r0 m`
elt.addEventListener("mousedown", on_click_unit)
elt.addEventListener("mouseenter", on_focus_unit)
elt.addEventListener("mouseleave", on_blur)
elt.unit = u
elt = ui.battle_units[u] = document.createElement("div")
elt.className = `unit ${nationality} u${u} r0`
elt.addEventListener("mousedown", on_click_battle_unit)
elt.addEventListener("mouseenter", on_focus_battle_unit)
elt.addEventListener("mouseleave", on_blur)
elt.unit = u
}
for (let u = 0; u < unit_count; ++u) {
build_unit(u)
}
}
function build_cards() {
function build_card(i, real) {
let elt = ui.cards[i] = document.createElement("div")
if (real) {
elt.className = "card real hide"
elt.addEventListener("mousedown", on_click_real_card)
ui.hand.appendChild(elt)
} else {
elt.className = "card dummy hide"
elt.addEventListener("mousedown", on_click_dummy_card)
ui.hand.appendChild(elt)
}
}
for (let i = 0; i < 28; ++i)
build_card(i, true)
for (let i = 28; i < 42; ++i)
build_card(i, false)
}
build_units()
build_cards()
function update_unit(e, u) {
if (is_unit_revealed(u)) {
let r = unit_lost_steps(u)
e.classList.toggle("r0", r === 0)
e.classList.toggle("r1", r === 1)
e.classList.toggle("r2", r === 2)
e.classList.toggle("r3", r === 3)
e.classList.toggle("revealed", true)
if (is_italian_unit(u))
e.classList.toggle("italian", true)
} else {
e.classList.toggle("r0", false)
e.classList.toggle("r1", false)
e.classList.toggle("r2", false)
e.classList.toggle("r3", false)
e.classList.toggle("revealed", false)
if (is_italian_unit(u))
e.classList.toggle("italian", false)
}
}
let stack_list = new Array(map_w * map_h + 21)
for (let i = 0; i < stack_list.length; ++i)
stack_list[i] = [[],[]]
function layout_stack(stack, hex, start_x, start_y, wrap, xdir) {
for (let i = 0; i < stack.length; ++i) {
let u = stack[i]
let e = ui.units[u]
let x, y, z
if (is_setup_hex(hex)) {
if (view.month == 8)
wrap = 14
else
wrap = 12
x = start_x - 25 + ((i % wrap) | 0) * 56
y = start_y - 25 + ((i / wrap) | 0) * 56
z = 201
} else if (stack === ui.focus) {
if (start_x > 2000) xdir = -1
if (start_x < 600) xdir = 1
x = start_x - 25 + xdir * ((i / wrap) | 0) * 56
y = start_y - 25 + (i % wrap) * 56
z = 200
} else {
if (is_month_hex(hex)) {
x = start_x - 25 + i * 3
y = start_y - 25 + i * 3
} else if (stack.length <= 1) {
x = start_x - 25 + i * 11
y = start_y - 25 + i * 14
} else if (stack.length <= 4) {
x = start_x - 30 + i * 11
y = start_y - 30 + i * 14
} else if (stack.length <= 8) {
x = start_x - 30 + i * 4
y = start_y - 30 + i * 4
} else {
x = start_x - 35 + i * 3
y = start_y - 35 + i * 3
}
if (is_axis_unit(u))
z = 100 + i
else
z = i
}
e.style.top = y + "px"
e.style.left = x + "px"
e.style.zIndex = z
update_unit(e, u)
e.classList.toggle("disrupted", is_unit_disrupted(u))
e.classList.toggle("unsupplied", is_unit_unsupplied(u))
e.classList.toggle("action", !view.battle && is_unit_action(u))
e.classList.toggle("selected", !view.battle && is_unit_selected(u))
e.classList.toggle("moved", is_unit_moved(u))
e.classList.toggle("eliminated", unit_hex(u) === ELIMINATED)
}
}
function cmp_unit_stack(a, b) {
let as = a
let bs = b
as += is_unit_revealed(a) ? 800 : 0
bs += is_unit_revealed(b) ? 800 : 0
as += is_unit_undisrupted(a) ? 400 : 0
bs += is_unit_undisrupted(b) ? 400 : 0
as += is_unit_supplied(a) ? 200 : 0
bs += is_unit_supplied(b) ? 200 : 0
as += (is_unit_moved(a) && !is_unit_revealed(a)) ? 0 : 100
bs += (is_unit_moved(b) && !is_unit_revealed(a)) ? 0 : 100
return as - bs
}
function update_map() {
ui.bardia.classList.toggle("axis", (view.fortress & 1) === 0)
ui.benghazi.classList.toggle("axis", (view.fortress & 2) === 0)
ui.tobruk.classList.toggle("axis", (view.fortress & 4) === 0)
ui.bardia.classList.toggle("allied", (view.fortress & 1) !== 0)
ui.benghazi.classList.toggle("allied", (view.fortress & 2) !== 0)
ui.tobruk.classList.toggle("allied", (view.fortress & 4) !== 0)
for (let i = 0; i < stack_list.length; ++i) {
stack_list[i][0].length = 0
stack_list[i][1].length = 0
}
for (let u = 0; u < unit_count; ++u) {
let e = ui.units[u]
let hex = unit_hex(u)
if (hex === 2) {
if (is_axis_unit(u))
hex = 170
else
hex = 171
}
if (hex >= hexmonth + view.month + 10)
hex = 0
if (is_setup_hex(hex)) {
if (player === "Axis" && !is_axis_unit(u))
hex = 0
if (player === "Allied" && !is_allied_unit(u))
hex = 0
if (player !== "Axis" && player !== "Allied")
hex = 0
}
if (view.month <= 10 && hex === MALTA)
hex = 0
if (hex) {
if (!ui.units_holder.contains(e))
ui.units_holder.appendChild(e)
if (is_axis_unit(u)) {
stack_list[hex][0].push(u)
e.stack = stack_list[hex][0]
} else {
stack_list[hex][1].push(u)
e.stack = stack_list[hex][1]
}
e.hex = hex
} else {
e.remove()
}
}
for (let i = 0; i < stack_list.length; ++i) {
stack_list[i][0].sort(cmp_unit_stack)
stack_list[i][1].sort(cmp_unit_stack)
}
for (let i = 1; i <= 20; ++i) {
ui.months[i].classList.toggle("show", (i >= view.start && i <= view.end) && (i < view.month + 10))
ui.months[i].classList.toggle("now", i === view.month)
}
if (view.minefields) {
for (let i = ui.minefields.length; i < view.minefields.length; ++i) {
let elt = ui.minefields[i] = document.createElement("div")
elt.className = "minefield"
ui.minefields_holder.appendChild(elt)
}
for (let i = 0; i < view.minefields.length; ++i) {
let hex = view.minefields[i]
ui.minefields[i].style.left = (ui.hex_x[hex] - 40) + "px"
ui.minefields[i].style.top = (ui.hex_y[hex] + 4) + "px"
ui.minefields_holder.appendChild(ui.minefields[i])
}
for (let i = view.minefields.length; i < ui.minefields.length; ++i) {
ui.minefields[i].remove()
}
} else {
for (let i = 0; i < ui.minefields.length; ++i)
ui.minefields[i].remove()
}
for (let hex = 0; hex < stack_list.length; ++hex) {
let start_x = ui.hex_x[hex]
let start_y = ui.hex_y[hex]
let wrap = 6
if (is_setup_hex(hex)) {
start_x = 1095
start_y = 25 + 8
}
let shared = (stack_list[hex][0].length > 0) && (stack_list[hex][1].length > 0)
for (let aa = 0; aa < 2; ++aa) {
let this_y = start_y
if (stack_list[hex][aa] === ui.focus) {
let height = Math.min(wrap, stack_list[hex][aa].length) * 56
if (this_y + height + 25 > 960)
this_y = 960 - height - 25
}
if (shared) {
if (aa === 0)
layout_stack(stack_list[hex][aa], hex, start_x - 28, this_y + 2, wrap, -1)
else
layout_stack(stack_list[hex][aa], hex, start_x + 28, this_y - 2, wrap, 1)
} else {
layout_stack(stack_list[hex][aa], hex, start_x, this_y, wrap, 1)
}
}
if (ui.hexes[hex]) {
ui.hexes[hex].classList.toggle("action", is_any_hex_action(hex))
ui.hexes[hex].classList.toggle("forced_march", is_hex_forced_march_action(hex))
ui.hexes[hex].classList.toggle("selected", is_hex_selected(hex))
ui.hexes[hex].classList.toggle("axis_control", is_hex_axis_controlled(hex))
ui.hexes[hex].classList.toggle("allied_control", is_hex_allied_controlled(hex))
for (let s = 0; s < 3; ++s) {
if (ui.sides[hex*3+s]) {
ui.sides[hex*3+s].classList.toggle("axis_control", is_side_axis_controlled(hex*3+s))
ui.sides[hex*3+s].classList.toggle("allied_control", is_side_allied_controlled(hex*3+s))
}
}
}
}
}
function update_cards() {
if (view.cards) {
for (let i = 0; i < 28; ++i)
ui.cards[i].classList.toggle("hide", i >= view.cards[0])
for (let i = 0; i < 14; ++i)
ui.cards[i+28].classList.toggle("hide", i >= view.cards[1])
} else {
for (let i = 0; i < 42; ++i)
ui.cards[i].classList.add("hide")
}
}
function insert_battle_block(root, node, unit) {
for (let i = 0; i < root.children.length; ++i) {
let prev = root.children[i]
if (prev.unit > unit) {
root.insertBefore(node, prev)
return
}
}
root.appendChild(node)
}
function update_battle_line(hex, line, test) {
for (let u = 0; u < unit_count; ++u) {
let e = ui.battle_units[u]
if (unit_hex(u) === hex && test(u)) {
if (!line.contains(e))
insert_battle_block(line, e, u)
update_unit(e, u)
e.classList.toggle("selected", is_unit_selected(u))
e.classList.toggle("action", is_unit_action(u) || is_unit_hit_action(u))
e.classList.toggle("hit", is_unit_hit_action(u))
e.classList.toggle("fired", is_unit_fired(u) || is_unit_disrupted(u))
} else {
if (line.contains(e))
line.removeChild(e)
}
}
}
function update_battle() {
ui.battle_header.textContent = hex_name[view.battle]
ui.battle_message.textContent = view.flash
if (player === ALLIED) {
update_battle_line(view.battle, ui.battle_line_1, u => is_axis_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
update_battle_line(view.battle, ui.battle_line_2, u => is_axis_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
update_battle_line(view.battle, ui.battle_line_3, u => is_allied_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
update_battle_line(view.battle, ui.battle_line_4, u => is_allied_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
} else {
update_battle_line(view.battle, ui.battle_line_1, u => is_allied_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
update_battle_line(view.battle, ui.battle_line_2, u => is_allied_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
update_battle_line(view.battle, ui.battle_line_3, u => is_axis_unit(u) && !is_artillery_unit(u) && !is_unit_disrupted(u))
update_battle_line(view.battle, ui.battle_line_4, u => is_axis_unit(u) && is_artillery_unit(u) && !is_unit_disrupted(u))
}
for (let i = 0; i < 4; ++i)
ui.battle_hits[i].textContent = view.hits[i]
battle_button("battle_armor_button", "armor")
battle_button("battle_infantry_button", "infantry")
battle_button("battle_antitank_button", "antitank")
battle_button("battle_artillery_button", "artillery")
battle_button("battle_end_hits_button", "end_hits")
battle_button("battle_end_fire_button", "end_fire")
if (ui.battle.classList.contains("hide")) {
ui.battle.classList.remove("hide")
show_battle_box(ui.battle, view.battle)
}
}
function show_battle_box(box, hex_id) {
// reset position
box.classList.add("show")
box.style.top = null
box.style.left = null
box.setAttribute("open", true)
// calculate size
let w = box.clientWidth
let h = box.clientHeight
// center where possible
let x = ui.hex_x[hex_id] - w / 2
if (x < 60)
x = 60
if (x > 2672 - w - 60)
x = 2672 - w - 60
let y = ui.hex_y[hex_id] - h - 160
if (y < 20)
y = ui.hex_y[hex_id] + 160
box.style.top = y + "px"
box.style.left = x + "px"
scroll_into_view_if_needed(box)
}
function update_pursuit() {
ui.pursuit_header.textContent = "Pursuit Fire at " + hex_name[view.pursuit]
ui.pursuit_message.textContent = view.flash
if (player === ALLIED) {
update_battle_line(view.pursuit, ui.pursuit_line_1, u => is_axis_unit(u))
update_battle_line(view.pursuit, ui.pursuit_line_2, u => is_allied_unit(u))
} else {
update_battle_line(view.pursuit, ui.pursuit_line_1, u => is_allied_unit(u))
update_battle_line(view.pursuit, ui.pursuit_line_2, u => is_axis_unit(u))
}
if (view.hits === 1)
ui.pursuit_hits.textContent = view.hits + " hit"
else
ui.pursuit_hits.textContent = view.hits + " hits"
battle_button("pursuit_end_hits_button", "end_hits")
battle_button("pursuit_end_fire_button", "end_fire")
if (ui.pursuit.classList.contains("hide")) {
ui.pursuit.classList.remove("hide")
show_battle_box(ui.pursuit, view.pursuit)
}
}
function battle_button(id, action) {
let button = document.getElementById(id)
if (view.actions && view.actions[action])
button.classList.remove("hide")
else
button.classList.add("hide")
}
function on_update() {
if (!ui.loaded) {
return setTimeout(on_update, 500)
}
fetch_supply()
update_map()
update_cards()
if (view.battle)
update_battle()
else
ui.battle.classList.add("hide")
if (view.pursuit)
update_pursuit()
else
ui.pursuit.classList.add("hide")
if (view.phasing === "Axis" && view.commit >= 0)
ui.axis_supply.textContent = view.commit + " + " + view.axis_hand
else
ui.axis_supply.textContent = view.axis_hand
if (view.phasing === "Allied" && view.commit >= 0)
ui.allied_supply.textContent = view.commit + " + " + view.allied_hand
else
ui.allied_supply.textContent = view.allied_hand
for (let i = 0; i < 28; ++i)
ui.cards[i].classList.toggle("action", !!(view.actions && view.actions.real_card))
for (let i = 0; i < 14; ++i)
ui.cards[i+28].classList.toggle("action", !!(view.actions && view.actions.dummy_card))
action_button("discard", "Discard")
action_button("keep", "Keep")
action_button("select_all", "Select all")
action_button("overrun", "Overrun")
action_button("rommel", "Rommel")
action_button("eliminate", "Eliminate")
action_button("overrun", "Overrun")
action_button("retreat", "Retreat")
action_button("probe", "Probe")
action_button("replacement", "Replacement")
action_button("refit", "Refit")
action_button("minefield", "Minefield")
action_button("dismantle", "Dismantle")
action_button("extra_supply_card", "Card")
action_button("group_rommel", "Group (R)")
action_button("regroup_rommel", "Regroup (R)")
action_button("group", "Group")
action_button("regroup", "Regroup")
action_button("basic", "Basic")
action_button("offensive", "Offensive")
action_button("assault", "Assault")
action_button("blitz", "Blitz")
action_button("pass", "Pass")
action_button("next", "Next")
action_button("withhold", "Withhold")
action_button("end_move", "End movement")
action_button("end_fire", "End fire")
action_button("end_rout", "End rout")
action_button("end_retreat", "End retreat")
action_button("end_combat", "End combat")
action_button("end_deployment", "End deployment")
action_button("end_buildup", "End buildup")
action_button("end_turn", "End turn")
confirm_action_button("confirm_end_move", "End movement?",
"You have unused moves remaining. End movement anyway?")
action_button("undo", "Undo")
}
function on_reply(q, params) {
if (q === 'supply') {
supply = params
update_supply()
}
}
function on_focus_hex_tip(x) {
ui.hexes[x].classList.add("tip")
}
function on_click_hex_tip(x) {
scroll_into_view(ui.hexes[x])
}
function on_blur_hex_tip(x) {
ui.hexes[x].classList.remove("tip")
}
function sub_hex_name(match, p1, offset, string) {
let x = p1 | 0
let n = hex_name[x]
return `<span class="hex" onmouseenter="on_focus_hex_tip(${x})" onmouseleave="on_blur_hex_tip(${x})" onclick="on_click_hex_tip(${x})">${n}</span>`
}
function sub_unit_name(match, p1, offset, string) {
let u = p1 | 0
return units[u].name
}
function on_log_line(text, cn) {
let p = document.createElement("div")
if (cn) p.className = cn
p.innerHTML = text
return p
}
function on_log(text) {
let p = document.createElement("div")
if (text.match(/^>>/)) {
text = text.substring(2)
p.className = "ii"
}
if (text.match(/^>/)) {
text = text.substring(1)
p.className = "i"
}
text = text.replace(/&/g, "&")
text = text.replace(/</g, "<")
text = text.replace(/>/g, ">")
text = text.replace(/#(\d+)/g, sub_hex_name)
text = text.replace(/%(\d+)/g, sub_unit_name)
if (text.match(/^\.h1/)) {
text = text.substring(4)
p.className = "h1"
}
if (text.match(/^\.h2/)) {
text = text.substring(4)
if (text.startsWith("Axis"))
p.className = "h2 axis"
else if (text.startsWith("Allied"))
p.className = "h2 allied"
else
p.className = "h2"
}
if (text.match(/^\.h3/)) {
text = text.substring(4)
p.className = "h3"
}
if (text.match(/^\.h4/)) {
text = text.substring(4)
p.className = "h4"
}
if (text.indexOf("\n") < 0) {
p.innerHTML = text
} else {
text = text.split("\n")
p.appendChild(on_log_line(text[0]))
for (let i = 1; i < text.length; ++i)
p.appendChild(on_log_line(text[i], "i"))
}
return p
}
build_hexes()
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